fix(quest): learned spawns suppressed after quest re-accept

The monster handler replaced spawns with learned data when
prioritizeMyData was enabled but didn't set isLearned=true on
monsterData. The prioritizeMyData filter in PopulateObjective
checked 'if not spawnData.isLearned' and suppressed the spawn,
causing pins to not render after quest abandon+re-accept cycle.
This commit is contained in:
Xurkon
2026-05-21 19:41:03 -05:00
parent 24ed0f48b3
commit afb58e1c2f
+4
View File
@@ -147,6 +147,8 @@ monster = function(npcId, objective)
spawns = {}
end
local isLearned = false
-- Learner safety net: when prioritizeMyData is enabled and the Learner has
-- verified spawn data for this NPC, prefer it over compiled DB spawns.
-- This catches edge cases where the npcDataOverrides chain doesn't fully
@@ -161,6 +163,7 @@ monster = function(npcId, objective)
if learnedSpawns and next(learnedSpawns) and learnedNpc.mc and learnedNpc.mc >= threshold then
Questie:Debug(Questie.DEBUG_DEVELOP, "[monster] Preferring learned spawns for NPC:", npcId, "(mc=" .. tostring(learnedNpc.mc) .. ")")
spawns = learnedSpawns
isLearned = true
end
end
end
@@ -182,6 +185,7 @@ monster = function(npcId, objective)
GetIconScale = _GetIconScaleForMonster,
IconScale = _GetIconScaleForMonster(),
TooltipKey = "m_" .. npcId, -- todo: use ID based keys
isLearned = isLearned,
}
return {